I just went through some interviewing for senior roles, this is spot on. Great channel, I’m signing up to the Patreon right now! On the point of setting expectations, this is very valuable for both parties. For example, if you absolutely hate rigging, make sure to talk to the recruiter about it (constructively). If you have interest in an area, but maybe don’t have experience, say why it interests you. One big one for me was: if you get a question about something you don’t have direct experience with, be honest, but try and find a parallel equivalency that may relate to what they’re looking for. “I have not done that specifically in X, but here’s what I did in Y and I think it correlates.” Never lie. Ever. Most interviews will have a round with the engineering team. Do not let this be a huge worry, but do make sure to touch up on some basics beforehand. Understand what a class is. Get into some vector math (dot, cross, maybe even some matrices stuff). Not many ever made me white board, but some tech companies (especially those working on VR) will, but the expectation is that you have at least some basic knowledge of loops, lists, sorting, etc. A ton of tool building is reducing redundancy, not rewriting an OS haha.
As a Sr TA interested in looking for a Job after 3 years of working for the same company, this was an amazing reminder on how to do things right. Awesome!
Thanks Colton. For now, I've run a blog on Patreon instead of videos. The intensity of YT production has been too much. www.patreon.com/posts/technical-artist-102321703 I've written about portfolio composition, applying for a job effectively, mentoring. I also recorded this course for Epic, just released: dev.epicgames.com/community/learning/tutorials/Y4Kb/unreal-engine-using-uvs-for-tech-art-and-ui
you do amazing job Oskar ! keep it up ! one of the best tech art themed yt channel ive seen ! tons of info and even complicated topics presented in beginner friendly way
Thank you very much for your valuable time, you cleared up many doubts, I don't have a job, but when I get it I swear to return for your patreon, I would like to return the great help you gave me.
@@TechArtAid Yea I think that was cool to watch something quick, it's harder for me to watch all of the long videos right away, I am usually too busy. But What I end up doing is watching the long ones every month or so when I get extra time on weekends so I hope those don't go away. I also think the patreon model is fair, early access for supporters is a good idea. I think I would also pay to have like an exclusive full tutorial from you like here is everything to know about blueprints or here is everything I know about c++ or python or materials organized from beginning to end. I think the value you bring to youtube is that your teaching is more advanced and assumes that watchers have lots of knowledge. So I think going through quickly the basics would help fill in a lot of holes in peoples knowledge while also getting a deeper understanding. I know that's a lot to ask, but I was thinking if you wanted to make some money you are a good enough teacher to charge for courses and people would buy in my opinion
so the main thing i do in the company i am currently working in is environment art with some asset creation (such as walls with doorways and windows for interiors) , communication with the 3d and 2d art team , Shaders/Materials , VFX , Lighting, level design and researching new tools to add into the workflow of the team .... for our opinion which should i focus more on , i want to really specialize in shaders and VFXs maybe things like destruction and deformation systems .. or should i focus on getting better skills in blender and 3d modeling (even tho the team already has 3d artists) .. I never manually rigged and white painted a character so i know i should learn this skill ... i know quite alot about optimizing game art since i've worked on multiple mobile games using both unity and unreal
Being able to make a nice looking, complete, textured & optimized model will make you a much better product owner and ally. You'll understand their needs
But wait a second. The tree trunk is not a job for a technical artist, it's a job for a modeller / a lighter. I wouldn't even show the wireframe. That's for an artist's job. Why are you showing that? to have additional content to show that you have a good eye for art? I don't think those ticks are right, really. I don't really care if they ask for that, because most of the job offers have no idea what they are asking for. I always reject jobs that ask for animation / modelling / rigging skills. That's a completely different type of job.
CDP was the first company which I managed to join precisely as a technical artist. Prior to that I had to apply as a 3D artist, promise I can do shaders/tools too and then gradually move toward such a role. So yeah, the tree trunk is a kind of a relic from the 3D art times ;) Now I removed it from my website
I talk about them in the full stream, but for examples check these: 1. jobs.smartrecruiters.com/Ubisoft2/743999796475432-graduate-technical-artist-your-career-starts-here-478- 2. drawandcode.com/recruitment-3d-technical-artist/ 3. www.epicgames.com/site/en-US/careers/jobs?company=Mediatonic&gh_src=1d0ec4e74us
I just went through some interviewing for senior roles, this is spot on. Great channel, I’m signing up to the Patreon right now!
On the point of setting expectations, this is very valuable for both parties. For example, if you absolutely hate rigging, make sure to talk to the recruiter about it (constructively). If you have interest in an area, but maybe don’t have experience, say why it interests you. One big one for me was: if you get a question about something you don’t have direct experience with, be honest, but try and find a parallel equivalency that may relate to what they’re looking for. “I have not done that specifically in X, but here’s what I did in Y and I think it correlates.” Never lie. Ever.
Most interviews will have a round with the engineering team. Do not let this be a huge worry, but do make sure to touch up on some basics beforehand. Understand what a class is. Get into some vector math (dot, cross, maybe even some matrices stuff). Not many ever made me white board, but some tech companies (especially those working on VR) will, but the expectation is that you have at least some basic knowledge of loops, lists, sorting, etc. A ton of tool building is reducing redundancy, not rewriting an OS haha.
Great points. The tip with providing a parallel experience is something I wished I knew earlier :)
As a Sr TA interested in looking for a Job after 3 years of working for the same company, this was an amazing reminder on how to do things right. Awesome!
1 year since your last upload, I hope your doing well. Your insights and knowledge you share helps greatly. take care!
Thanks Colton. For now, I've run a blog on Patreon instead of videos. The intensity of YT production has been too much. www.patreon.com/posts/technical-artist-102321703
I've written about portfolio composition, applying for a job effectively, mentoring. I also recorded this course for Epic, just released: dev.epicgames.com/community/learning/tutorials/Y4Kb/unreal-engine-using-uvs-for-tech-art-and-ui
Thank you for this video! Appreciate you putting in the time to help this way.
you do amazing job Oskar ! keep it up ! one of the best tech art themed yt channel ive seen ! tons of info and even complicated topics presented in beginner friendly way
Thank you!
Thank you very much for your valuable time, you cleared up many doubts, I don't have a job, but when I get it I swear to return for your patreon, I would like to return the great help you gave me.
Awesome to hear that! You can also discuss or ask for career tips on our Discord: discord.gg/4BRNBpUVbD
Thank you for all this very important information!
Ooo, rodak i techart! Dziękuję przyjacielu
I love your condense material :)
Your youtube channel is one of the best, keep it up. For tech art I have learned a lot here!
And what do you think of the formula I tried here: 15 minute summary of a full stream? Or what else could I introduce?
@@TechArtAid Yea I think that was cool to watch something quick, it's harder for me to watch all of the long videos right away, I am usually too busy. But What I end up doing is watching the long ones every month or so when I get extra time on weekends so I hope those don't go away. I also think the patreon model is fair, early access for supporters is a good idea. I think I would also pay to have like an exclusive full tutorial from you like here is everything to know about blueprints or here is everything I know about c++ or python or materials organized from beginning to end. I think the value you bring to youtube is that your teaching is more advanced and assumes that watchers have lots of knowledge. So I think going through quickly the basics would help fill in a lot of holes in peoples knowledge while also getting a deeper understanding. I know that's a lot to ask, but I was thinking if you wanted to make some money you are a good enough teacher to charge for courses and people would buy in my opinion
thanks for all this feedback!
Brilhiant. Thank you so much. I'm a very Begginer in Tech Art and I'll follow your advices, I really apreciate your help. Thanks a milion.
so the main thing i do in the company i am currently working in is environment art with some asset creation (such as walls with doorways and windows for interiors) , communication with the 3d and 2d art team , Shaders/Materials , VFX , Lighting, level design and researching new tools to add into the workflow of the team .... for our opinion which should i focus more on , i want to really specialize in shaders and VFXs maybe things like destruction and deformation systems .. or should i focus on getting better skills in blender and 3d modeling (even tho the team already has 3d artists) .. I never manually rigged and white painted a character so i know i should learn this skill ... i know quite alot about optimizing game art since i've worked on multiple mobile games using both unity and unreal
Being able to make a nice looking, complete, textured & optimized model will make you a much better product owner and ally. You'll understand their needs
But wait a second. The tree trunk is not a job for a technical artist, it's a job for a modeller / a lighter. I wouldn't even show the wireframe. That's for an artist's job. Why are you showing that? to have additional content to show that you have a good eye for art?
I don't think those ticks are right, really. I don't really care if they ask for that, because most of the job offers have no idea what they are asking for. I always reject jobs that ask for animation / modelling / rigging skills. That's a completely different type of job.
CDP was the first company which I managed to join precisely as a technical artist. Prior to that I had to apply as a 3D artist, promise I can do shaders/tools too and then gradually move toward such a role. So yeah, the tree trunk is a kind of a relic from the 3D art times ;) Now I removed it from my website
and what about middle tech artist and junior? ))
I talk about them in the full stream, but for examples check these:
1. jobs.smartrecruiters.com/Ubisoft2/743999796475432-graduate-technical-artist-your-career-starts-here-478-
2. drawandcode.com/recruitment-3d-technical-artist/
3. www.epicgames.com/site/en-US/careers/jobs?company=Mediatonic&gh_src=1d0ec4e74us